Māori Bonuses

Civilization Leader: KupeCivilization Capital: Te Hokianga-nui-a-kupeCivilization Bonus: Mana – Begin the game with Sailing and Shipbuilding unlocked, +Stregth & Movement to Embarked Units, Bonus production to unimproved Woods and Rainforest. Fishing Boats provide +food and culture bomb adjacent tiles, but can not build Great Writers. Leader Bonus: Kupe’s Voyage – Begin the game on an Ocean Tile, first city gets a free builder + 1 population, Palace gets bonus Housing and Amenity, Science and Culture production starts before you settle your first city. Unique Unit: Toa – Enemy units adjacent get – Combat Strength. Can build the Pā – Built on Hills, + Defence Bonus and Healing for units that end their turn on it. Unique Building: Marae – +Culture and Faith to a city tiles with a passable feature. +Tourism after Flight. No Great Art Slots Mountain Ranges: Tiritiri-o-te-moana,

Māori Analysis

Today the Maori join Civilization 6 in the Gathering Storm expansion.

The Maori have appeared before in Civilization 5 as part of the Polynesian Civ, with both Maori Warriors as their unique unit and several locations appeared on the Polynesian City List. However, this is the first time they have been the focus of a civilization in the Civilization series.

Their big bonus is that you can get some time to float around the ocean and pick your best first city site without being penalised, this gives the Māori an incredible flexibility.

Māori First Look

You can check out all the Features in Civilization VI: Gathering Storm HERE and join in the discussions at the Civfanatics Forums﻿

By Brian MacNamara: You can follow Brian on Twitter Here, when he’s not chatting about Movies and TV, he’ll be talking about International Relations, or the Solar System.

What Civs would you like to see in Civ 6 Gathering Storm?, let us know what you thought in the comments below, feel free to share this review on any of the social medias and you can follow us Here. Check out all our past reviews and articles Here, and have a happy day.

Today Firaxis Games announced that Hungary is joining Civilization 6 in their new Gathering Storm expansion.

While Budapest appeared as a City State in Civilization 4, this is Hungary’s first time as a Civilization in the main game.

Hungary Bonuses

Civilization Leader: Matthias CorvinusCivilization Bonus: Pearl of the Danube – Districts and Building built across a River from a City Centre Build FasterLeader Bonus: Raven King – Bonus to Levied Units from City States, it is free to upgrade Levied Units, Levied Units gives you Envoys in the City State.Unique Unit: Black Army – Gains Combat Bonus being next to Levied UnitsUnique Unit: Huszar – Gains a Combat Bonus for each active Alliance Unique Building: Thermal Bath – Replaces the Zoo, +Amenity, +production to an City Centre in range, Bonus if there is a Geothermal Fissure in the City’s tile range

Hungary First Look

You can check out all the Features in Civilization VI: Gathering Storm HERE and join in the discussions at the Civfanatics Forums

By Brian MacNamara: You can follow Brian on Twitter Here, when he’s not chatting about Movies and TV, he’ll be talking about International Relations, or the Solar System.

What Civs would you like to see in Civ 6 Gathering Storm?, let us know what you thought in the comments below, feel free to share this review on any of the social medias and you can follow us Here. Check out all our past reviews and articles Here, and have a happy day.﻿

In this thread we will be documenting all the new additions for Civilization VI in their new expansion.

This Features Thread is being complied for Civfanatics, head on over to the forums for all your Civilization discussions both for and also for games past.

TL;DR: There will be 8 New Civilizations, 5 New Districts, 7 New Wonders & 7 New Natural Wonders. The main new game mechanic are World Congress, Natural Disasters, and a new Future Era . It will be available on 14th of February 2019. And you can watch the Trailer HERE

NEW CIVILIZATIONS

In Civ 6 there will be 8 new Civilizations and one new leader for a returning civ.

Civilization Leader: KristinaCivilization Agenda: Bibliophile – Wants to have more Great Works than anyone else. Likes those who leave the Great Works to her, dislikes those who also have many Great Works. Civilization Capital: StockholmCivilization Bonus: Nobel Prize – Gets +Diplomatic Favour for each Great Person, Bonus Great People points from Factories and Universities, Adds new World Congress Competitions. Leader Bonus: Minerva of the North (her nickname)- Automatically themes buildings with 3 art slots, and Wonders with 2. Can Construct the Queen’s Bibliotheque an unique building for the Government Plaza that gives 2 writing, 2 music, and 2 art slots, Great People Points, +1 Governor Title. Unique Unit: Carolean – Bonus combat strength for unused movement pointsUnique Tile Improvement: Open Air Museum – One per city, +Loyalty, +Culture, +Tourism based on available terrain types. Rivers: Dal River, Indal River, Klara River, Lule River,Torne River, Deserts:VolcanoesAllarps Bjär Volcano, Frualid Volcano, Gällabjer Volcano, Norra Storefjäll, Rallate Volcano,Mountain Ranges: Kebnekaise Massif, Scandes, Sylan,

Civilization Leader: Eleanor of AquitaineLeader Agenda: Angevin Empire – Builds populous cities. Likes civilizations whose nearby cities have high population. Dislikes civilizations with small cities nearby that may become disloyal easily.” English Capital: French Capital: Leader Bonus: Court of Love – Great works in Eleanor’s cities leads to a loyalty deficient in other civilization cities withing 9 tiles. If a city leaves a civilizastion and Eleanor is the the Civ with the most loyalty pressure the city skips the Free City phase.

REVAMPED OLD CIVILIZATIONS

America – +1 Diplomatic Favour per turn for each Wildcard Slot in their Government.

Australia – Production bonus from being declared war on reduced to just 10 turns

China – Canals are unlocked at Masonry, [ASU] Great Wall can only ever be pillaged by Natural Disasters, +Gold, +Gold & Culture for adjacency

Egypt – Iteru – Does not receive damage from Flood Tiles, [ASU] Egyptian Chariot Archer no longer replaces the Heavy Chariot. The Sphinx +Culture, +Appeal, Cannot be built on Snow/Tundra or next to each other

Civilization Bonus: Workshop of the World – Coal and Iron Mines give +1 resource. Bonus production/charges to Military Engineers. Buildings get a bonus when powered

Victoria Leader Bonus: Pax Britannica – When you found a City on not your home Continent you get a free Melee Unit and Trade Route Capacity, Building any Royal Navy Dockyard gives you a free Naval Unit, Unlocks the Redcoat Unit.

Cahokia – Commercial – Build Cahokia Mounds , +Gold, +Housing (More at Cultural Heritage), +Amenity for their 1st CH, a 2nd Amenity at Natural History for their 2nd CH, +food for 2 Adjacent Districts (1 at Replaceable Parts). Cannot be built next to each other.

Fez – Scientific – When you convert a city you get a science bonus based on the population size of the city

Nazca – Religious – can build the Nazca Line improvement, impassable, can only be built on desert, + Faith & Appeal to adjacent tiles (Bonus Faith if there is a resource), Later + Food to adjacent Desert Tiles, +Production to adjacent Flat Tiles

Ngazargamu – Military – Land and Support units are cheaper to purchase with gold for each building in a Encampment (Carthage’s old bonus)

Rapa Nui – Cultural – can build the Moai Tile Improvement, +Culture, +culture for adjacent Moai, Volcanic Soil Tile, Coast or Lake Tile. +Culture and Tourism via Tech Tree, Can not be built next to Woods or Rainforest tiles

RETURNING CITY STATES

Finding Old City States in Screenshots is one of the ways of eliminating possible Civilizations

Cities

WONDERS

There will be 7 new Wonders in Gathering Storm

Golden Gate Bridge: Land Units can cross without needed to embark, acts as a modern road, and adds modern roads on the adjacent two land tiles. City Gains + Amenities, + Appeal for their tiles, + Tourism from Improvements and National Parks.

Built on a coastal tile between two flat land tiles, with two water tiles next to them. Cannot be built on a lake.

Great Bath: Built on Flood Plains, +Amenities, +Housing, +Faith to every tile protected from Flood Damage Can protect against losses from droughts and Damages from Floods in that city. Machu Picchu: + Gold, Adjacency bonus for Commercial, Theatre & Industrial districts near mountains. Built on a mountain

Meenakshi Temple: Built next to a Holy Site, + Faith, Gives free Gurus, Gurus are cheaper to build, Religious Units near Gurus get bonus to Theological Combat and Movements

Országház: Must be adjacent to a river, + Culture, 100% Diplomatic Favour per turn if you start the turn as a Suzerain of a City State

Panama Canal: Built on Flat Land, + Gold for trade route that pass through it, Can be used to connect Canal Districts. Must be built with two adjacent tiles, one being a completed Canal District, the other must connect it to a City, Water tile, or another Canal Tile. Will construct 1 or 2 adjacent Canal districts when done. Naval Units can use it to transit. [ASU] +10 Gold

Canal: Can be used to transit ships over land. Can be built on flat land between a water tile and a City Centre, or one water tile to another water tile. Available from Steam Power

Cothon: A Unique District for Phoenicia

Dams: Can be built on rivers to create a lake, will mitigate flooding but reduce potential bonuses from flooding on tiles. Protects Tile Yields from Droughts, Gives +Amenities, + Appeal & +Housing. You can only build one Dam per River & and the river must straddle two sides of the river hex. Available from Buttress. Can be damaged by Spies

Suguba: A Unique District for Mali

REVAMPED DISTRICTS

Aqueduct: Now protects Tile Yields from the effects of Drought. + Amenities if built next to a Geothermal Fissure

City Centre: Dock: When you build on a coast you gain a dock where ships can go

Harbour: Now gets bonuses from Trade City States

Industrial Zone: Logistics now full powers the city while it is active

NEW BUILDINGS

Grand Bazaar – The Ottomans Unique Building.

Flood Barrier: Built in the City Centre after you have lost tiles to Sea Level Rises, Maintenance increases as the seas levels increase, Can not be purchased and must be built with production. Can rescue flooded tiles, cannot save submerged tiles.

Hydroelectric Plant: Creates Power, is built in the Dam District

Marae: Māori Unique Building

Nuclear Power Plant: Creates Power from Uranium (1 Uranium = 4 Energy ) Minimal CO2 Emmitions, can have a Nuclear accident. +Production & Science extends out to all cities in 6 Tiles. + Great Engineer Points

Coal Power Plant: Creates Power from Coal (1 Coal = 4 Energy), produces a lot of CO2, is built in the Industrial District. Bonus production from adjacency bonus to the industrial District, + Great Engineer Points

Factory: +2 Production, +3 Production if powered, Requires 2 Power

Royal Society: Percentage-per-builder-charge now 2 [ASU]

Stables: +Strategic Resource Stockpiles.

Walls: Double Hit Points

PROJECTS

Carbon Recapture: Needs Industrial Zone, Reduced lifetime CO2 emission from Civ and gains Diplomatic Favour. Convert to Coal Power: Needs Industrial Zone, Turns Power Plants in city to Coal Power Convert to Oil Power: Needs Industrial Zone, Turns Power Plants in city to Oil Power Convert to Nuclear Power: Needs Industrial Zone, Turns Power Plants in city to Nuclear PowerMove Capital: Phoenician Unique ProjectRecommission Nuclear Power Plant: Reduces the chance of a Nuclear Power Plant Meltdown Train Astronauts: For the ISS World Congress Competition

UNITS

There will be 15 new units in Gathering Storm, There have been also improvements with unit models. [ASU] Units now coast 33% more to upgrade

Seasteads: A future neighbour type improvement that can be built on water, + Food & Housing, +Production for each adjacent Fishing Boat, +Production for each adjacent Seastead, + Culture & Tourism for each adjacent Reef. [ASU] Cannot be built next to each other.

Solar Farm: Gives power +Gold +Production, cannot be built on Snow

Ski Resort: Gives Tourism = to the tile Appeal value, Must be built on a Mountain, Can not be adjacent to any other Ski Resort.

Terrace Farms: Inca Unique Tile Improvement

Tunnels: Can be Built to transverse Mountain Ranges

Wind Farm: Gives Power, +Production, +Gold, Must be built on Hill Tiles.

RESOURCES

Strategic Resources: Strategic Resources are now extracted each turn to get resources that you use. For example, you might get 4 horses per turn but horsemen cost 12 horses to build each. There is also a cap as to how many resources you can store up. if you run out of a certain resources, you get a combat penalty for all units that use it.

Horses (updated): are now revealed with Animal Husbandry

GEOGRAPHICAL FEATURES

You can now name geographical features like Rivers, Deserts, Volcanoes, and Mountain Ranges.

Each Civilization has multiple Rivers etc that they can chose from, and if a Civilization has run out or say they are like Norway and don’t have local Deserts they will use the list of a Civilization not in the game

Game Features

ESPIONAGE

Break Dam – Causes the river to flood

Stronger Counterspy Options

FUTURE ERA

The game now goes later

All the victory conditions have been updated with the new era

The Tech/Civic Tree in the Future Era is randomised

Singapore was used as an inspiration for some of the design of this era

CLIMATE CHANGE

Different energy sources effect global warning, like building coal power plants verse renewable energy. The more CO2 you pump into the atmosphere the more frequent and dangerous bad Natural Disasters like Droughts will occur. Also Sea Ice will melt flooding tiles.

CO2: Many things will add CO2 into the atmosphere including Power Plants, Cutting Trees, Some Units [ASU] if a player goes into the negative CO2, they will start cleaning up other civilization’s CO2 output

Base – Messenger: Acts as 2 Envoys in a City StateTier 1 – Emissary: -Loyalty to other civs cities near you, Affluence: Gives any City State Luxuries of cities you are in Tier 2 – Local Informants: Enemy Spies work a lower rate in this city, Foreign Investor: Accumulates Strategic Resources from the City State Tier 3 – Puppeteer: Doubles the number of Envoys in the City State

Ibrahim: (Ottomans Only)

Base – Pasha: +production of Military Units in this city (this applies to firegin capitals you are in)Tier 1 – Head Falconer: All friendly Units fighting within this city get +Combat Strength, Searasker: + combat strength for all units in 10 tiles to attacking defensible districtsTier 2 – Khass-Oda-Bashi: When in an allied foreign capital get +levelling rate of the Alliance, Capou Agha: When in a foreign capital Grievances reduce faster per turn. Tier 3 – Grand Vizier: When in a foreign capital, that civ does not exert any Loyalty on your cities.

Liang:

Base – Guildmaster: All Builders built int he city get one extra chargeTier 1 – Zoning Commissioner: + production to city districts, Aquaculture: Can construct the Fishery, Fisheries provide +Production if Liang is in the city. Tier 2 – Reinforced Materials: This city’s improvements, buildings & Districts are not damages by Environmental Effects, Water Works: + Housing for every Neighbourhood and Aqueduct district, +Amenities for every Canal and Dam District. Tier 3 – Parks and Rec: Can construct the City Park, City Parks give + Culture if Liang is in the city

Mangus:

Base – Groundbreaker: + Yields from plot harvests and terrain feature removalTier 1 – Surplus Logistics: + Growth in the city, Trade Routes to the city give food to the starting city, Provision: Settlers built here do not consume a population Tier 2 – Industrialist: + Power from Power Plants, + Production from Power Plants, Black Marketeer: Strategic resource costs for units decreased Tier 3 – Vertical Integration: +Bonus production from any near by Industrial Zones

Moksha:

Base – Bishop: + Religious Pressure from this cityTier 1 – Grand Inquisitor: + Strength to Religious combat within the city, Laying on Hands: Units heal fulling in one turn in this city Tier 2 – Citadel of God: City ignores pressure from religions not founded by this civ, get faith for completing buildings. Tier 3 – Patron Saint: Apostles and Warrior Monks get 2 promotions on being completed in this city, Divine Architect: can purchase buildings with faith.

Pingala:

Base – Librarian: +Science and Culture in the CityTier 1 – Connoisseur: +Culture for Each Citizen in the City, Researcher: +Reserch for Each Citizen in the City Tier 2 – Grants: +increase to Great Person Points in the City Tier 3 – Curator: +Tourism from Great Works, Space Initiative: +Production to Space-Programs

Base – Redoubt: Bonus to city’s Garrison StrengthTier 1 – Garrison Commander: +Defence to units in city’s territory, Your city’s in 9 tiles be +Loyalty, Defence Logistics: City cannot be put under Siege, bonus to Strategic Resources gained per turn. Tier 2 – Embrasure: City gets an additional ranged strike per turn, Free promotion to units built in this cityTier 3 – Air Defence Initiative: + Combat Strength to Anti-Air Units in City, Arms Race Proponent: + Production to all Nuclear Weapons Projects in the city

GRIEVANCES

Now with a replacement to the traditional Warmongering bonuses, things that you do like Declaring War, Pillaging Cities, and Capturing City States create Grievances between you and another Civilization.

Grievances will decrease per turn depending on the era (no decrease while at war).

It also takes into account past actions in determining the level of Grievances

Grievances can also play a role with post conflict loyalty in cities that you have captured.

NATURAL DISASTERS

Droughts: Will spawn in areas without terrain features like forests/marshes, impacts on Tile Yields, can be mitigated by building Dam, Aqueduct/Bath districts or Stepwell improvement.

When spawned it will pillage Farm, Camp, Plantation & Pasture improvements in the effected area, and they can not be rebuilt until it is over. All tiles also lose Food.

Floods: Will trigger on Flood plains, can damage cities, tile improvements, civilian units, and military units, but will give a food bonus to the tiles. Can be mitigated by building dams. As there is more CO2 in the atmosphere the chance of floods will increase.

Sea Level Rises: Depends on the levels of CO2 and the amount of Polar Ice that has melted. [ASU] number of tiles that can flood increased

Inundated tiles have all their buildings immediately pillaged. Can only be mitigated by building Flood Barriers.

Flooded tiles have everything destroyed, can not be saved by Flood Barriers, but can be traversed by Naval units.

Storms: There are four types of storms – Blizzards (form on Ice/Tundra), Dust Storms (form on Desert), Tornadoes (form on Grassland/Plains), and Hurricanes (form on Ocean/Coast). Once Spawned they progress across the map for two more turns damaging things in their path, but also possible adding fertility (bar Tornadoes). They will damage units, tile improvements, districts, and hurt population in cities, they will not damage trade routes. [ASU] reduced yields from Dust Storms, added some yields to Blizzards and deduced its damage. From Phase IV all storm will no longer add fertility and from Phase V they will start to remove it.

Each storm has two difference sizes

As there is more CO2 in the atmosphere the chance of storms will increase.

Volcanoes: Will damage surrounding tiles when active, and has the chance to kill civilian units, but also will increase tile fertility. Will destroy Terran Features and Bonus Resources if they erupt. Catastrophic Eruptions can hit 2 tiles away.

Volcanoes have 3 levels

Slider: When setting up the game there will be a slider where you can set the frequency and impact of Natural Disasters [ASU] now detached from Climate Change

POWER

Certain buildings like Coal, Geothermal, Oil, Hydroelectric Power Plants create energy. This energy is then used to power buildings, that won’t work to full production unless they are powered.

Some power plants are more damaging to the environments than others.

You need to undertake projects to convert to different types of power

TRADE ROUTES

Trade Route now get bonuses depending on how they are made, there are now efficiency bonuses that you can get when they use Canals, Railways, Mountain Tunnels.

Using Sea Route can almost double Trade Route Yields

WORLD CONGRESS

Diplomatic Favour: A new yield that you can spend in the World Congress. You gain favour by: promising not to settle near somebody, promising not to dig up artefacts in someone else’s land, liberating a city state, liberating another player. You also get one Favour per Turn for each City State you are Suzerain over, and from Alliances.

With Emergencies you get all your Diplomatic Favour back if the side you pick fails. For normal Congress Resolutions, you get all of your Diplomatic Favour back if you pick the wrong side (ie you picked Option B and Option A won) and half your Diplomatic Favour back if you side is pick but not your option (ie you picked Option A and Option A won, but you targeted Faith while most of the Civs targeted Production)

Emergencies:

Can trigger your own Emergencies that people can vote on in the World Congress with the coast of Diplomatic Favour. Aid can be given through City Projects or Giving Money.

The first vote is free, but each vote from there the more expensive it becomes.

Aid Request: Gain score by sending gifts of Gold to the target Civ or completing the Send Aid Project. If successful the member with the Highest score will get one Diplomatic Victory point, With others getting Diplomatic Favour depending on what % of the total score they added. City-State Emergency: Gain score by keeping Units in the Target’s Territory, Attacking Target Cities & Killing Target’s Units. If successful all get Gold per turn for envoys & Diplomatic Favour (only available to those civs that score points). If unsuccessful target gets +gold to Trade Routes & increased Diplomatic Favour. Military Emergency: Gain score by keeping Units in the Target’s Territory, Attacking Target Cities & Killing Target’s Units. If successful members get +Healing in target’s territory, members get Diplomatic Favour. If failed, Target gets +Combat Bonus against other members & Diplomatic Favour Natural Disaster Assistance.

World Congress Resolutions:

In case of ties, the person who put the highest % of their Diplomatic Favour wins.

Arms Control: All players set their Weapons of Mass Destruction to equal the Target Player OR The Targeted Player loses all their Weapons of Mass Destruction Boarder Control Treaty: New Districts act as Culture Bombs OR Boarders do not grow by VultureDiplomatic Victory: Gives you points towards a Diplomatic Victory Heritage Organisation: Effects Tourism from Great Works Luxury Policy: Duplicate of a chosen Luxury gives extra Amenities OR The chosen Luxury gives no Amenities Mercenary Companies: More expensive OR cheaper to build units with a certain company Migration Treaty: Bonus to Populations but low loyalty OR Bonus to Loyalty but low populations growthPatronage: Gets more Great People points to the chosen Great PersonTrade Policy: Chosen Player get a extra Trade Route and Player get more Gold for Trade Routes to the Civ OR Cancels all international Trade Routes with Targeted Player and no new Routes can be made with themSovereignty: +Bonus to City States Yields from Trade Routes to City States of the chosen Type OR City States of the chosen type no longer give their Suzerain bonus World Religion: +Religious Combat Strength OR you can condemn units from a religion and get Diplomatic FavourUrban Development Treaty: Bonus production to buildings in target Districts OR you can’t build Buildings in target Districts

the Exoplanet Expedition takes about 50 turns to arrive but you can speed that up by employing different policy cards and things like the International Space Station.

SCENARIOS

There will be two scenarios in Gathering Storm

The Black Death: The Black Death ravaged Europe and western Asia in the mid-14th century, killing a greater share of the population than any other event in world history. The pandemic killed millions, ruined economies, upended political dynasties and transformed the face of the Western world. Your task is to lead your nation through the calamity: keep your population alive, your economy strong, and your faith unshaken amidst a world of terror and desperation.

War Machine:At the outset of WWI, the German Imperial Army had a daring plan: invade neutral Belgium and then rush the French heartland before they could mobilize to resist. If successful, the German forces would capture Paris within a month and end their resistance forever. In counter, the French command prepared Plan 17, an all-out onslaught designed to meet and stop a German offensive. When war was declared, both armies swung into motion and set up one of the most incredible and shocking military campaigns in world history. In this multiplayer scenario, players take the side of one of these two great powers at this same precipice. As Germany, your task is to capture Paris. As France, your task is to prevent its capture. The clock is ticking, and the enemy is moving. Advance!

MISCELLANEOUS

Accessibility – Now has been updated for people with colour blindness concerns

AI – Updates to the use of Aircraft, Taking Cities, Unit Pathing

Build Queue – will be added back into the game, also Multi-Queue added

Hall of Fame – will be added back into the game

Jersey System – Civilization Colours are now based on a jersey system where there will be four options to pick from, which you can pick on the starting screen.

Map Placement – Civs and City States are now more spread out on spawning of the map.

Map Tacks – Greatly improves the Map Pin giving more verity of pins to use [ASU]

Map Text Search – Allows you to search the map for specific things and have them highlighted for you [ASU]

Mini Map – now displays city locations more clearly and can be expanded full screen

Modding – You can mod Governors more thanks to unique Governor implementation.

TL;DR – Today we chart out Civilization VI in Map form the base game all the way up to the South East Asia DLC

Map-It –

So today we continue with our Map-It series by looking at one of my favourite video games Civilization VI. Given the amount of content that Civilization VI has that you can map, and since I do love maps I decided to create two maps, the first map has all the civilizations currently released, and the second shows the locations of all the World Wonders, Natural Wonders, and the City States. So for today’s maps, we are including everything in the base game of Civilization VI, as well as what was include in the Poland, Viking, Australia, Persia/Macedonia & Nubia DLC packsContinue reading →